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Locomotion System Character Animation Question
I'm currently using the Locomotion System in my project. I must say that the system is awesome, easy to set up and understand, although the documentation lacks some details about the different scripts parameters. Besides that, I think is awesome.
I have been able to use the locomotion system in my project. I'm using quadruped characters for it, and it looks very good so far.
The issue I'm having is that the legs of the quadrupeds seem to bend higher than natural, twisting in weird angles specially when going down slopes. The characters even fall and twitch like possessed characters !!! LOL.
In the Locomotion system demo scenes, I noticed that the characters rigs have a set of null nodes. How can I created this structure? Would this solve my problem? I think it is probably because the rig I have is not limiting the angles and rotation of the legs, but I'm not sure.
Also, at the start of the scene, the characters seem to fall to the side, and after a second they get up. I would like to get more documentation on the Leg Controller and Leg Animator script parameters.
Thanks a lot for the help.
Answer by runevision · Jun 14, 2010 at 08:30 AM
Unfortunately the inverse kinematics solver of the Locomotion System for legs with more than two segments is very crude and don't produce nice results in all cases. This is also the case for the quadrupeds in the demo scene that is included with the project folder. The IK solver used in the Locomotion System does not take any angle limits constraints into account, so this is not a problem with your setup but rather a limitation in the system.
This question discusses inverse kinematics in Unity: http://answers.unity3d.com/questions/3646/how-to-do-inverse-kinematics-ik-in-unity
I don't know what you mean by "null nodes".
As for docs on the LegAnimator script parameters, see this: http://answers.unity3d.com/questions/12375/docs-on-the-locomotion-system-leganimator-parameters/12376#12376
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